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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Aldarc" data-source="post: 7567588" data-attributes="member: 5142"><p>Come now. It's not as if "Saying No" somehow represents an oppressed, pariah position in gaming. If it was really so unpopular as you woefully bemoan then there would be little need for a trifling handful of people to defend it. So "Saying No" has hardly become unpopular, given its continued hegemony in most games, but, rather, that some games outside of your self-imposed bubble have adopted other methods and modes of play and you find other ways foreign and perplexing. It may be to your benefit if you shifted your concern from "Why can't I say 'no' to players?" to "What is 'say yes or roll the dice' attempting to accomplish as an approach?" </p><p></p><p>In my own reading of Vincent Baker's "roll the dice or say yes" (his phrasing), the point is that stakes and risks should be in play with any given roll. If there are no stakes, there is no tension, so he advises GMs to go along with saying "yes" to the player-generated narrative to push the game towards interesting points of conflict, tension, and risk. </p><p></p><p>So it's possible that shift away from "Saying No" transpired when some people were not satisfied with playing all RPGs like puzzle-themed boardgames and instead wanted their RPGs centered around resolving points of player-pushed narrative tension, stakes, and conflict.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7567588, member: 5142"] Come now. It's not as if "Saying No" somehow represents an oppressed, pariah position in gaming. If it was really so unpopular as you woefully bemoan then there would be little need for a trifling handful of people to defend it. So "Saying No" has hardly become unpopular, given its continued hegemony in most games, but, rather, that some games outside of your self-imposed bubble have adopted other methods and modes of play and you find other ways foreign and perplexing. It may be to your benefit if you shifted your concern from "Why can't I say 'no' to players?" to "What is 'say yes or roll the dice' attempting to accomplish as an approach?" In my own reading of Vincent Baker's "roll the dice or say yes" (his phrasing), the point is that stakes and risks should be in play with any given roll. If there are no stakes, there is no tension, so he advises GMs to go along with saying "yes" to the player-generated narrative to push the game towards interesting points of conflict, tension, and risk. So it's possible that shift away from "Saying No" transpired when some people were not satisfied with playing all RPGs like puzzle-themed boardgames and instead wanted their RPGs centered around resolving points of player-pushed narrative tension, stakes, and conflict. [/QUOTE]
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